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- Latest version
- 1.3.2
- Last updated
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- 6000.3.26 or later
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- Search for deterministic economy
- Search for currency system
- Search for idempotency
- Search for crafting cost
- Search for exchange rates
- Search for result codes
- Search for buy sell logic
- Search for ledger system
- Search for economy framework
- Search for policy caps
- Search for inventory adapter
- Search for Shop System
RevFramework: Currency & Economy
Ledger-based currency and shop economy for Unity. Escrow, rollback-safe transactions, replay protection, deterministic rounding. Every operation returns a machine-readable reason code.
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RevFramework: Currency & Economy screenshot 1
About this asset
π CURRENCY & ECONOMY
If something fails, it tells you why.
That is the rule every RevFramework system is built around. Explicit APIs. Deterministic rounding. Real failure codes. No guesswork.
Money is the part of a game where "it silently did nothing" is least acceptable, so this is the package where that rule matters most.
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β οΈ READ THIS BEFORE YOU BUY
RevFramework is for developers comfortable writing C# in Unity.
It is not a no-code tool. There are no drop-in prefabs that "just work" and there is no inspector-only configuration path. If that is what you are looking for, this is the wrong asset β and I would rather you knew now than after buying. That is not a criticism of what you need; it is a different tool for a different job.
The full documentation site is public and needs no purchase. Read it and decide for yourself before you spend anything:
https://revandrab.github.io/RevFramework/SKUs/CurrencyEconomy/
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π§© WHAT YOU GET
Two systems:
π° Currency β ledger-based credit, debit and transfer with overflow-safe execution, balance caps and policies, escrow and holds with commit, release and TTL expiry, rollback-safe transaction staging, request-ID replay protection so a retried call cannot double-charge, exchange with rates, fees, limits and deterministic rounding, batched multi-operation blocks with structured audit logs, and awaiters for balance conditions
πͺ Economy β shop services with all-or-nothing delivery and charge refund on failure, crafting cost integration with refund and restore, and reward distribution flows
Economy is built on Currency and requires it. Where Inventory is also present, Economy's item-store integration compiles in automatically; where it is not, that integration compiles out and Economy runs on currency alone.
Plus a save layer: a coordinator, a file store, participant ordering, and carry-over β so loading a save written by a build that had a system you have since removed does not discard that data permanently.
Not included: Inventory, Pickups, Crafting, Loot, Health and Status Effects. Those ship in their own packages, or all eight systems together in RevFramework Complete.
You are not buying a prefab kit. You are buying gameplay architecture.
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π₯ WHY IT IS DIFFERENT
Most Unity assets give you templates and hope the pieces fit together. RevFramework gives you systems and explanations.
Every Currency and Economy operation returns a result object: a success flag, a machine-readable reason code, and an optional message. When a transaction does not go through, the system tells you exactly what happened.
That matters more here than anywhere else in the framework. A refused escrow refund keeps the money recoverable rather than destroying it. A reversal that cannot be applied reports rather than being swallowed. An affordability check that cannot read the wallet answers no, not yes. Reusing a request ID for a different amount is refused rather than reported as success.
If something fails, you know why. If a rollback occurs, you can trace it. If authority validation rejects a mutation, it is explicit. By design, not by luck.
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π IT TEACHES ITSELF INSIDE THE EDITOR
This is where RevFramework is genuinely different, and it is the hardest part to show in a screenshot.
TEACHABLE PANELS
Interactive panels built into the framework, already placed in the sample scenes. Press Play, read what the panel is teaching, toggle the edge cases, press the buttons, and watch live results β balances, caps, escrow states, batch outcomes, exchange rounding, failure reasons. When it makes sense, copy the service calls into your own UI and delete the panel.
Most are written as hostile consumers: restricted to the public API and nothing else. No internal namespaces, no reflection, no undocumented helpers, no sample-only utilities. Tha constraint is the point. If they compile and run, the public API is genuinely sufficient to build on.
They teach the framework and verify its API surface at the same time.
DOCUMENTATION
- Public MkDocs site, freely readable before you buy
- Each system has an Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries and FAQ
- Folder-level READMEs beside the source, explaining intent and reasoning rather than restating what the code says
- A guarantees matrix per system that lists what it does NOT promise as plainly as what it does
Where a page has been wrong, the correction says so instead of quietly replacing the text. Where a design costs you something, the documentation lists the cost.
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π§ͺ TESTING AND RELIABILITY
RevFramework is built test-first. Across the whole framework, including these systems:
EditMode 2519 tests 36 assemblies
PlayMode 402 tests 19 assemblies
Both green, run on every push against a clean Unity project in CI. The counts are stated rather than summarised because a number you can check is worth more than an adjective.
Four kinds: Hostile Consumer tests that exercise the public API through supported surfaces only; Internal Truth tests that pin documented behaviour so a refactor cannot silently change it; PlayMode tests for Unity lifecycle; and Convention tests that stop a fixed bug class from quietly returning.
Test assemblies are not shipped β you get clean runtime, editor, sample and teaching assemblies with no NUnit dependency and no compile overhead. The suite is a free download for owners instead.
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𧬠MODULARITY
Modularity is enforced at the assembly level, not just by folders. Integration lives in optional, define-gated layers rather than hard references, and scripting symbols update automatically as systems are added or removed. Currency runs on its own; Economy is the layer above it.
No prefabs. No required singletons β every service is an instance you create, own and can substitute. No MonoBehaviour soup.
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π MULTIPLAYER AND NETWORKING
Stated plainly because it is the likeliest mistaken assumption. RevFramework is netcode-agnostic: it does not implement networking, replication, prediction or rollback.
Authority binders let you gate mutations through your own ownership and permission rules, using NGO, Mirror, Photon, Fusion, or something you wrote. For a server-authoritativ economy that is the seam you want: the framework refuses a mutation your authority does not allow, and reports why.
We give you the rules; your netcode drives the simulation.
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π¨ UI
Reference UI is included β currency bars for both uGUI and UI Toolkit. It shows you how to talk to the systems correctly; it is not your game UI. Build your own with Canvas, UI Toolkit, or whatever fits.
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π« WHAT THIS IS NOT
Not an IAP or payments integration.
Not an inventory system.
Not a quest system.
Not a visual node editor.
Not a drag-and-drop template.
Not a locked UI workflow.
RevFramework gives you the foundations. You build the game.
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βοΈ REQUIREMENTS
- Unity 6.0 or later
- Built-in, URP and HDRP β runtime systems are render-pipeline agnostic
- Dimension-agnostic β no physics, controller or camera assumptions
- No third-party dependencies
- Full C# source included
Some sample scenes reference the Input System and Universal RP. Neither is a dependency of the framework, only of those scenes β and opening one without them names the objects and packages responsible rather than silently doing nothing.
Only the Runtime folder is required for a build. Documentation, Samples and Teaching are optional, and Pre-Build Clean archives them rather than deleting them.
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π THE OTHER PACKAGES
- Inventory, Pickups & Crafting
- Health & Status Effects
- RevFramework Complete β all eight systems
All share the same architecture, documentation standard and testing philosophy.
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π SUPPORT
Reach out before leaving a review. If it is broken, it gets fixed.
Documentation: https://revandrab.github.io/RevFramework/SKUs/CurrencyEconomy/
Email: [email protected]
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Every system. Every failure. If something fails, it tells you why.
That is not a feature. It is the foundation everything else is built on.
From the publisher's Asset Store listing.
Technical details
π UNITY & RENDERING
- Unity 6.0 or later
- Built-in Render Pipeline, URP and HDRP all supported
- Runtime systems are render-pipeline agnostic β no RP-specific code, shaders or dependencies
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π¦ ARCHITECTURE
- 100% C#, no native plugins
- Modular and opt-in
- Prefab-free: no enforced workflows, no required scene setup
- No REQUIRED singletons. Every service is an instance you create, own and can substitute. A few static accessors exist as fallbacks for the convenience resolvers β hold your own reference and nothing consults them
- No hidden dependencies. Where one exists, it is documented
- Result-first operations: explicit success flags, machine-readable reason codes, optional messages
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π§© SYSTEMS INCLUDED
- Currency
- Economy
Plus a save layer: coordinator, file store, participant ordering and
carry-over.
Economy is built on Currency and requires it. Where Inventory is also present,
Economy's item-store integration compiles in automatically; where it is not,
that integration compiles out and Economy runs on currency alone.
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π§ RUNTIME DESIGN
- Ledger-based balances with overflow-safe execution and policy-driven caps
- Rollback-safe transaction staging β a reversal that cannot be applied is reported, not swallowed
- Request-ID replay protection: a retried call cannot double-charge, and reusing an ID for a different amount is refused rather than reported as success
- Escrow and holds with commit, release and TTL expiry. A refused refund keeps the money recoverable rather than destroying it
- Deterministic rounding on exchange, with rates, fees and limits
- Batched multi-operation blocks with structured audit logs
- Affordability checks answer no when the wallet cannot be read, never yes
- Built for server-authoritative multiplayer and predictable simulation
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π MULTIPLAYER
- Netcode-agnostic β no networking, replication, prediction or rollback
- Authority-aware by design, with authority interfaces across Currency and Economy
For a server-authoritative economy this is the seam you want: the framework refuses a mutation your authority does not allow, and reports why.
You handle networking. RevFramework handles logic and validation.
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π INTEGRATION
Adapter-driven: systems integrate through clean interfaces with no hard coupling. Any integration point can be replaced or extended. Economy's item-store adapter is a define-gated layer that compiles in only where Inventory is present.
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π§ͺ PERFORMANCE
- Struct-based data with batch operations
- Deterministic rounding and RNG where applicable
- Low-GC hot paths β no per-frame allocations on normal use paths
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π TEACHABLE PANELS
Live Editor panels across both systems that call real runtime APIs, show success and failure results with reason codes, and visualise behaviour as it happens. Interactive documentation built into the Editor.
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π DOCUMENTATION & SAMPLES
- Full MkDocs site, public and readable before purchase
- Folder-level READMEs beside the source
- 11 sample scenes, quickstart through full demos
- XML-documented public APIs
- Teachable Panels aligned with the docs β docs, panels and code match
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π§΅ PLATFORM SUPPORT
Pure C# with no platform-specific code, so the framework imposes no platform restrictions of its own.
Developed and tested on Windows. Nothing in the runtime is desktop-specific and the same code is expected to run anywhere Unity 6 does β WebGL, iOS, Android, macOS, Linux and console targets included.
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π REQUIREMENTS
- Unity 6.0 or later
- C# scripting experience required
- Familiarity with interfaces and composition recommended
- For multiplayer: a basic understanding of authority and RPCs
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.26f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.